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Simplify previous object handling by using a class instead of struct
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c5ff052096
commit
6181b1ac92
@ -58,7 +58,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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var rng = new Random((int)Seed.Value);
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var rng = new Random((int)Seed.Value);
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RandomObjectInfo? prevObjectInfo = null;
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RandomObjectInfo prevObjectInfo = null;
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float rateOfChangeMultiplier = 0;
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float rateOfChangeMultiplier = 0;
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@ -70,24 +70,25 @@ namespace osu.Game.Rulesets.Osu.Mods
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var currentObjectInfo = new RandomObjectInfo(hitObject);
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var currentObjectInfo = new RandomObjectInfo(hitObject);
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if (i > 0 && hitObjects[i - 1] is Spinner)
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if (prevObjectInfo != null)
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prevObjectInfo = null;
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distanceToPrev = Vector2.Distance(prevObjectInfo.EndPositionOriginal, currentObjectInfo.PositionOriginal);
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else if (prevObjectInfo != null)
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distanceToPrev = Vector2.Distance(((RandomObjectInfo)prevObjectInfo).EndPositionOriginal, currentObjectInfo.PositionOriginal);
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// rateOfChangeMultiplier only changes every i iterations to prevent shaky-line-shaped streams
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// rateOfChangeMultiplier only changes every i iterations to prevent shaky-line-shaped streams
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if (i % 3 == 0)
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if (i % 3 == 0)
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rateOfChangeMultiplier = (float)rng.NextDouble() * 2 - 1;
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rateOfChangeMultiplier = (float)rng.NextDouble() * 2 - 1;
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if (hitObject is Spinner)
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if (hitObject is Spinner)
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{
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prevObjectInfo = null;
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continue;
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continue;
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}
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applyRandomisation(
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applyRandomisation(
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rng,
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rng,
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rateOfChangeMultiplier,
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rateOfChangeMultiplier,
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prevObjectInfo,
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prevObjectInfo,
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distanceToPrev,
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distanceToPrev,
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ref currentObjectInfo
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currentObjectInfo
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);
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);
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hitObject.Position = currentObjectInfo.PositionRandomised;
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hitObject.Position = currentObjectInfo.PositionRandomised;
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@ -99,7 +100,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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{
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{
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case Slider slider:
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case Slider slider:
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shiftNestedObjects(slider, Vector2.Subtract(slider.Position, currentObjectInfo.PositionOriginal));
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shiftNestedObjects(slider, Vector2.Subtract(slider.Position, currentObjectInfo.PositionOriginal));
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moveSliderIntoPlayfield(ref slider, ref currentObjectInfo);
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moveSliderIntoPlayfield(slider, currentObjectInfo);
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break;
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break;
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}
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}
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@ -112,9 +113,9 @@ namespace osu.Game.Rulesets.Osu.Mods
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/// Returns the final position of the hit object
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/// Returns the final position of the hit object
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/// </summary>
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/// </summary>
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/// <returns>Final position of the hit object</returns>
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/// <returns>Final position of the hit object</returns>
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private void applyRandomisation(Random rng, float rateOfChangeMultiplier, RandomObjectInfo? prevObjectInfoNullable, float distanceToPrev, ref RandomObjectInfo currentObjectInfo)
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private void applyRandomisation(float rateOfChangeMultiplier, RandomObjectInfo prevObject, float distanceToPrev, RandomObjectInfo currentObjectInfo)
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{
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{
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if (prevObjectInfoNullable == null)
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if (prevObject == null)
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{
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{
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var playfieldSize = OsuPlayfield.BASE_SIZE;
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var playfieldSize = OsuPlayfield.BASE_SIZE;
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@ -124,14 +125,12 @@ namespace osu.Game.Rulesets.Osu.Mods
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return;
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return;
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}
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}
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var prevObjectInfo = (RandomObjectInfo)prevObjectInfoNullable;
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// The max. angle (relative to the angle of the vector pointing from the 2nd last to the last hit object)
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// The max. angle (relative to the angle of the vector pointing from the 2nd last to the last hit object)
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// is proportional to the distance between the last and the current hit object
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// is proportional to the distance between the last and the current hit object
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// to allow jumps and prevent too sharp turns during streams.
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// to allow jumps and prevent too sharp turns during streams.
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var randomAngleRad = rateOfChangeMultiplier * 2 * Math.PI * distanceToPrev / playfield_diagonal;
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var randomAngleRad = rateOfChangeMultiplier * 2 * Math.PI * distanceToPrev / playfield_diagonal;
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currentObjectInfo.AngleRad = (float)randomAngleRad + prevObjectInfo.AngleRad;
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currentObjectInfo.AngleRad = (float)randomAngleRad + prevObject.AngleRad;
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if (currentObjectInfo.AngleRad < 0)
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if (currentObjectInfo.AngleRad < 0)
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currentObjectInfo.AngleRad += 2 * (float)Math.PI;
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currentObjectInfo.AngleRad += 2 * (float)Math.PI;
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@ -140,11 +139,11 @@ namespace osu.Game.Rulesets.Osu.Mods
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distanceToPrev * (float)Math.Sin(currentObjectInfo.AngleRad)
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distanceToPrev * (float)Math.Sin(currentObjectInfo.AngleRad)
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);
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);
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posRelativeToPrev = getRotatedVector(prevObjectInfo.EndPositionRandomised, posRelativeToPrev);
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posRelativeToPrev = getRotatedVector(prevObject.EndPositionRandomised, posRelativeToPrev);
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currentObjectInfo.AngleRad = (float)Math.Atan2(posRelativeToPrev.Y, posRelativeToPrev.X);
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currentObjectInfo.AngleRad = (float)Math.Atan2(posRelativeToPrev.Y, posRelativeToPrev.X);
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var position = Vector2.Add(prevObjectInfo.EndPositionRandomised, posRelativeToPrev);
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var position = Vector2.Add(prevObject.EndPositionRandomised, posRelativeToPrev);
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// Move hit objects back into the playfield if they are outside of it,
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// Move hit objects back into the playfield if they are outside of it,
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// which would sometimes happen during big jumps otherwise.
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// which would sometimes happen during big jumps otherwise.
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@ -157,7 +156,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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/// <summary>
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/// <summary>
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/// Moves the <see cref="Slider"/> and all necessary nested <see cref="OsuHitObject"/>s into the <see cref="OsuPlayfield"/> if they aren't already.
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/// Moves the <see cref="Slider"/> and all necessary nested <see cref="OsuHitObject"/>s into the <see cref="OsuPlayfield"/> if they aren't already.
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/// </summary>
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/// </summary>
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private void moveSliderIntoPlayfield(ref Slider slider, ref RandomObjectInfo currentObjectInfo)
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private void moveSliderIntoPlayfield(Slider slider, RandomObjectInfo currentObjectInfo)
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{
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{
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var oldPos = new Vector2(slider.Position.X, slider.Position.Y);
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var oldPos = new Vector2(slider.Position.X, slider.Position.Y);
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@ -278,7 +277,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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);
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);
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}
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}
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private struct RandomObjectInfo
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private class RandomObjectInfo
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{
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{
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public float AngleRad { get; set; }
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public float AngleRad { get; set; }
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